Dullahan Software
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dullahansoft.bsky.social
Dullahan Software
@dullahansoft.bsky.social
Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/
Never seen a vulture in the wild do that before! #nesdev #rx3
October 11, 2025 at 7:27 PM
Room transitions working in Janus. Kept it simple and dropped about 80% of the IRQ nonsense I was attempting before...#nesdev #gamedev
October 11, 2025 at 7:20 PM
"Joust" races have been a tricky mechanic in Rally Rally Rally. Still trying to find the right mix to make it interesting for 1-player... #nesdev #gamedev
August 17, 2025 at 5:11 PM
Trap deployments working. Guess I have to implement an enemy real quick so they can do something! #nesdev #gamedev
July 14, 2025 at 9:17 PM
OK, just implemented simple input buffering for movement and actions and glad I did. Rolling into a buffered shot is so cool! #nesdev #gamedev
July 11, 2025 at 1:13 AM
Basic state machine with movement and projectiles now working. Up next, rolls & traps! #nesdev #gamedev
July 9, 2025 at 3:58 AM
Workshopping movement today. For now going with simple 4-directional with velocity a little under 1 px a frame. #nesdev #gamedev
July 8, 2025 at 2:44 AM
But how much boost is too much boost? #nesdev #gamedev
June 28, 2025 at 6:25 PM
Inspecting drivetrain power levels. Something is up with my primitive rubber-banding and why isn't the power dipping on collisions?! #nesdev #gamedev
June 9, 2025 at 11:32 PM
June 7, 2025 at 12:30 AM
So maybe you have a point about the boost having too much juice.... #nesdev #gamedev
May 15, 2025 at 9:59 PM
Increased drag and a lil' Y bounce and cobblestone driving feels good--I mean bad....I mean you know what I mean #nesdev #gamedev
May 8, 2025 at 9:16 PM
I wonder if I can make driving on cobblestone here just as bad as it is in real life #nesdev #gamedev
May 5, 2025 at 9:55 PM
Space....race. #nesdev #gamedev
April 24, 2025 at 6:43 PM
Hitting the limits of 12-n vector maps for CPU piloting (map is on the left). Even with reduced speed and increased cornering it's a tough time on a course like this! #nesdev #gamedev
April 21, 2025 at 8:48 PM
Working on dino race courses, complete with palette-cycling lava... @kevynstott.bsky.social is the current speed good? #nesdev #gamedev
April 19, 2025 at 5:34 PM
The meanest thing I've ever done...and in the 2nd level! Believe it or not that part was even harder in earlier versions. #nesdev #gamedev
April 15, 2025 at 2:59 AM
Scrolling down with a static HUD and a seam skip works great! Scrolling up with a static HUD and a seam skip... #nesdev #gamedev
April 14, 2025 at 3:40 AM
Making progress on VRC6 raster effects...thx to a random CV3 blog with disasm... (you can see the seam being skipped to the left) gmvania.blogspot.com/2012/08/book... #nesdev #gamedev
April 10, 2025 at 10:08 PM
It's been baby-steps with the 4-way screen transitions....Need to troubleshoot my IRQ next. #nesdev #gamedev
April 8, 2025 at 10:24 PM
Testing the new City tile-set. These straight race courses are an experiment. Will be interesting to see how ppl like them in playtesting (hoping for chaos with collisions and missiles) #nes #famicon
April 3, 2025 at 10:50 PM
The new rendering code in Janus is working fine--why do you ask? #nesdev #gamedev
March 27, 2025 at 9:41 PM
Driving through the magic wood. #nesdev #gamedev
March 18, 2025 at 12:48 AM